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Additional dialogue event ADE_ZOMBIESRISE is called when new zombies are created from corpses
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8660 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -359,6 +359,7 @@ enum AdditionalDialogEvents
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ADE_BANDAGE_PERFORM_END, // we finished bandaging someone, aData1 is the profile of person
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ADE_BANDAGE_PERFORM_END, // we finished bandaging someone, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_BEGIN, // someone bandages us, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_BEGIN, // someone bandages us, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_END, // someone finished bandaging us, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_END, // someone finished bandaging us, aData1 is the profile of person
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ADE_ZOMBIESRISE, // a new wave of zombies is spawned from corpses
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};
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};
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// We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said
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// We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said
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@@ -2744,6 +2744,9 @@ void RaiseZombies( void )
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#endif
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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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// Flugente: additional dialogue
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AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, NO_PROFILE, ADE_ZOMBIESRISE );
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// alert the creatures
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// alert the creatures
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HandleInitialRedAlert( CREATURE_TEAM, FALSE );
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HandleInitialRedAlert( CREATURE_TEAM, FALSE );
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